For this (and future tutorials), we want to use Vertical Sync. VSync allows the rendering to update at the same time as when your monitor updates during vertical refresh. For this
tutorial it will make sure the animation doesn't run too fast. Most monitors run at about 60 frames per second and that's the assumption we're making here. If you have a different
monitor refresh rate, that would explain why the animation is running too fast or slow.

After the screen is cleared in the main loop, we want to render the current frame of animation.

The animation goes from frames 0 to 3. Since there are only 4 frames of animation, we want to slow down the animation a bit. This is why when we get the current clip sprite, we want
to divide the frame by 4. This way the actual frame of animation only updates every 4 frames since with int data types 0 / 4 = 0, 1 / 4 = 0, 2 / 4 = 0, 3 / 4 = 0, 4 / 4 = 1,
5 / 4 = 1, etc.

After we get the current sprite, we want to render it to the screen and update the screen.

Now in order for the frame to update, we need to increment the frame value every frame. If we didn't, then the animation would stay at the first frame.

We also want the animation to cycle, so when the frame hits the final value ( 16 / 4 = 4 ) we reset the frame back to 0 so the animation starts over again.

After we update the frame by either incrementing it or cycling it back to 0, we reach the end of the main loop. This main loop will keep showing a frame and updating the animation
value to animate the sprite.